I've posted a new 1.2 installer with many bug fixes. For early adopters, since it's a version bump, I'd suggest installing 1.2 only after you make a backup of your existing six .dat files so can go back to an earlier version if you need to. [/usual disclaimer]
TFMurphy, schep and skell helped a lot to fix issues.
Change log for 1.2:
TT HOLD: (full install only)
* Pirate Lair: fixed
the center tile of this machine not giving HP boosts.
* Pirate Lair: fixed
possible premature ending conversation with the Pirate Captain and "
Defeated the captain again"
autosave triggering.
* Homeland: fixed unsynchronized cutscene
* Goblin Tribe: a secret
power boost now correctly factors in your equipment stats
* Archivist: added custom sprites (thanks, kieranmillar!); now don't play Archivist music anymore once the archivist is gone
* Fixed issues in hold description and ending texts
TODO: Trapdoor: release cue event should only trigger if there is still a trapdoor on the tile
Build 59:
* Fixed potential 32-/64-bit import/export bug
* (Windows) Fixed requiring "
Run as administrator"
privileges on newer OSes
Build 57:
! Upgraded internal SDL library from 1.2.14 to version 1.2.15.
! Upgraded internal libpng library to version 1.5.8.
! Upgraded internal libogg library to version 1.2.0.
! Upgraded internal libvorbis library to version 1.3.1.
! Upgraded internal libtheora library to version 1.1.1.
+ Now "
Player Role"
script command can be used as a valid "
If"
condition, to see whether the current player role matches the specified one.
+ Upgraded outlined font rendering.
* Fixed: bugs related to killing monsters while in combat (e.g. via briar or bridge dropping) (
bug link) (thanks, TFMurphy!)
* Script variable assignment: fixed whitespace parsing problem in expressions with multiple terms
* Fixed some script parameter vars not being set correctly on load (paramY/W/H/Flags).
* Added a warning when an NPC custom image is imported with dimensions not exactly matching a multiple of game tiles.
+
Added/Fixed: Incorrect event firing when doors are opened or closed with keys (thanks, Skell!)
*
Fixed: Beeps and problems when O-layer items were built on a pressure plate. (Skell)
*
Fixed: Beep when bumping into a monster while keeping the sword over another monster. (Skell)
*
Fixed: Variables with underscore in their name should now work correctly in all cases. (Skell)
*
Fixed: Problems and bugs with changing equipment using Set Var. (Skell)
* Fixed: Win Game music and Citizen "
oof"
sounds were missing.
Build 56:
! Upgraded internal
SDL library from 1.2.13 to version 1.2.14.
! Upgraded internal
libpng library to version 1.2.36.
! Upgraded internal
libvorbis library to version 1.2.0.
! Upgraded internal
libtheora library to version 1.0.
+
Room Format Version Upgrade: Now items under mirrors are not forgotten when the player exits a room (thanks, schep!)
+ NPC: new script Imperatives
Run on Combat Engagement (default) and
Pause on Combat Engagement. When the "
Pause"
imperative is set, the NPC won't execute its script on the turn any combat is initiated. Persistent behaviors, global scripts and triggered attack/defend scripts will run as before. (This behavior can be matched with an "
If <
Wait for enemy engaged>
Else ..."
block, but this new command will be cleaner.)
+
Build: Now can build open/closed Greckle Gates.
!
Cut scenes: Now will not be interrupted automatically by combat.
!
Custom equipment: ATK/DEF stats are now not affected by monsterATK/DEFMult global vars.
*
Combat: Now player ATK/DEF and hit modifiers are recalculated each round, and not only once at the beginning of each combat. (This is a relevant change for custom equipment that modifies player ATK+DEF.)
*
Stat editing: wasn't working for most vars in build 55.
*
Build Explosion: On NPC defeat, fuses lit by Build Explosion commands initiated by this NPC weren't burning the next turn. Now the "
Build Explosion"
command will correctly explode bombs.
*
Custom Equipment: now negative ATK/DEF values will work correctly. ATK/DEF stat values of -1 will now display properly in the sidebar.
*
Room editor: Now placing monsters on briar is forbidden.
*
Global script editing: Improved a rendering issue when pasting bad script commands to a global script from the clipboard.
* Mimics and human NPCs: now can properly
push a mirror and activate a token covered by the mirror at the same time.
* Fixed a bridge building crash (also in TCB).
* Fixed tile transparency issues in Linux (thanks, schep!)
* Added "
AlwaysFullBlit"
INI option, already in DROD:TCB.
Thanks, TFMurphy, for these:
* Fixed
building some swords builds the wrong sword type (
bug link)
* Fixed
Wyrm weakness property not saving properly (
bug link).
* Fixed
elevated monster logic was not working (
bug link).
*
tarstuff baby creation events: shouldn't fire if they get killed at the same time (
bug link)
*
Greckle gates: now objects interact with open greckle gates as expected (
bug link)
Not related to a client build:
*
CaravelNet: score validation will work correctly now.
Build 55:
!
Now F4 won't cause subsequent errors or state weirdness on undo.
+
Now you can query the status of a piece of equipment (i.e. whether it is currently wielded or disabled). This query can return true even if the player has no equipment in the indicated slot. It can be used in tandem with querying the equipment type to determine whether anything is actually being wielded.
* Fixed:
crash or script assertion errors firing in obscure scripting situations.
* Fixed:
NPC types that are swordless by default didn't strike when given a sword.
* Fixed:
a bunch of assertion errors when trying to replay a demo past an invalid state.
* Fixed:
room display glitches and assertion errors firing when building some tile combinations.
* Fixed:
copying an orb in the room editor doesn't retain its connections to open gates.
*
Diagonal movement display bug when on edge of room and sworded (introduced in 1.1)
* An assertion error fires when the player exits a level, and an NPC has "
Restart Script on Room Entrance"
and is currently waiting on
"Wait for cue event".
* Fixed a small-ish memory leak (when a CDbCommands object is copied). Also fixed for other DROD engines.
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 01-06-2016 12:40 PM]